Hello! I'm a first year undergraduate student at Politehnica University of Bucharest, Computer Science. I apologize for being late. I have my doubts about my ideas on improving the AI in Wesnoth so I am asking you for feedback before writing my official application. So here they are:
(They are based on my experience as a TBS player. I've always enjoyed playing as tough as possible games like Heroes of Might & Magic(finished a lot of scenarios on impossible level), Age of Wonders and, of course, Battle for Wesnoth) 1 - Every time the enemy makes a move, a wise player asks himself: "What does he intend? Isn't it a trick?" Basically, my idea of AI is OOP, the objects being the tactics themselves(each based on a specific situation): attack, skirmish, explore, sacrifice, rush, wait, final goal. Each of them is given a priority. 2 - This is more for the sake of science. Wesnoth has some chess flavor and chess motors use minmax algorithm to compute moves. This could be improved by using a peer-to-peer network for parallel computing. The ideas may be unfit, far-fetched, but I would like to hear the criticism. Cristian Bercaru _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
